I’m trying to create a material for a floor, similar to the one in this image:
Hopefully you can see from the image what i’m trying to get but its basically 1 colour, with some different coloured smaller, sharp objects randomly scattered around.
I’ve been playing with the musgrave texture but not getting it quite right yet.
Something as simple as a colour ramp taking the colour data from a voronoi node can work. It may not be the easiest to control, but it works. It is up to you to customise it. I am using all the hues as an example, but swap it out with a simpler setup if you want. The scale of the voronoi node controls the size of the dots.
There are really plenty of ways to do it. This is only one that I came up with quickly.
It might get a bit complicated because of how the noise node works (unlike voronoi which gives solid colours that are easy to set and don’t overlap).
It really depends on the look you are going for. I tried again with a noise node to see if I could get something closer to what you want, although I am not entirely sure exactly what it is. Perhaps this could work:
What I tried here was take the colour of the noise and mask out parts of it with the factor output. (the bright/contrast makes the edges more distinct) Then I use the colour ramp again for the desired colours.
ok thank you, a bit too advanced for me though “although I am not entirely sure exactly what it is” -> I was talking about something like what I’ve done, spots of various colors, a bit like what your first solution, except Noise allows you to make blurry spost